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							- /*
 
-  * CStack.h, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #pragma once
 
- #include "bonuses/Bonus.h"
 
- #include "bonuses/CBonusSystemNode.h"
 
- #include "CCreatureHandler.h" //todo: remove
 
- #include "battle/BattleHex.h"
 
- #include "mapObjects/CGHeroInstance.h" // for commander serialization
 
- #include "battle/CUnitState.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- struct BattleStackAttacked;
 
- class BattleInfo;
 
- //Represents STACK_BATTLE nodes
 
- class DLL_LINKAGE CStack : public CBonusSystemNode, public battle::CUnitState, public battle::IUnitEnvironment
 
- {
 
- private:
 
- 	ui32 ID = -1; //unique ID of stack
 
- 	CreatureID typeID;
 
- 	TerrainId nativeTerrain; //tmp variable to save native terrain value on battle init
 
- 	ui32 baseAmount = -1;
 
- 	PlayerColor owner; //owner - player color (255 for neutrals)
 
- 	BattleSide side = BattleSide::NONE;
 
- 	SlotID slot;  //slot - position in garrison (may be 255 for neutrals/called creatures)
 
- public:
 
- 	const CStackInstance * base = nullptr; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc)
 
- 	
 
- 	BattleHex initialPosition; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
 
- 	CStack(const CStackInstance * base, const PlayerColor & O, int I, BattleSide Side, const SlotID & S);
 
- 	CStack(const CStackBasicDescriptor * stack, const PlayerColor & O, int I, BattleSide Side, const SlotID & S = SlotID(255));
 
- 	CStack();
 
- 	~CStack();
 
- 	std::string nodeName() const override;
 
- 	void localInit(BattleInfo * battleInfo);
 
- 	std::string getName() const; //plural or singular
 
- 	bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
 
- 	bool isOnNativeTerrain() const;
 
- 	bool isOnTerrain(TerrainId terrain) const;
 
- 	ui32 level() const;
 
- 	si32 magicResistance() const override; //include aura of resistance
 
- 	std::vector<SpellID> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
 
- 	const CGHeroInstance * getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
 
- 	static std::vector<BattleHex> meleeAttackHexes(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
 
- 	static bool isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
 
- 	BattleHex::EDir destShiftDir() const;
 
- 	void prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand) const; //requires bsa.damageAmount filled
 
- 	static void prepareAttacked(BattleStackAttacked & bsa,
 
- 								vstd::RNG & rand,
 
- 								const std::shared_ptr<battle::CUnitState> & customState); //requires bsa.damageAmount filled
 
- 	const CCreature * unitType() const override;
 
- 	int32_t unitBaseAmount() const override;
 
- 	uint32_t unitId() const override;
 
- 	BattleSide unitSide() const override;
 
- 	PlayerColor unitOwner() const override;
 
- 	SlotID unitSlot() const override;
 
- 	std::string getDescription() const override;
 
- 	bool unitHasAmmoCart(const battle::Unit * unit) const override;
 
- 	PlayerColor unitEffectiveOwner(const battle::Unit * unit) const override;
 
- 	void spendMana(ServerCallback * server, const int spellCost) const override;
 
- 	const IBonusBearer* getBonusBearer() const override;
 
- 	
 
- 	PlayerColor getOwner() const override
 
- 	{
 
- 		return this->owner;
 
- 	}
 
- 	template <typename Handler> void serialize(Handler & h)
 
- 	{
 
- 		//this assumes that stack objects is newly created
 
- 		//stackState is not serialized here
 
- 		assert(isIndependentNode());
 
- 		h & static_cast<CBonusSystemNode&>(*this);
 
- 		h & typeID;
 
- 		h & ID;
 
- 		h & baseAmount;
 
- 		h & owner;
 
- 		h & slot;
 
- 		h & side;
 
- 		h & initialPosition;
 
- 		const CArmedInstance * army = (base ? base->armyObj : nullptr);
 
- 		SlotID extSlot = (base ? base->armyObj->findStack(base) : SlotID());
 
- 		if(h.saving)
 
- 		{
 
- 			h & army;
 
- 			h & extSlot;
 
- 		}
 
- 		else
 
- 		{
 
- 			h & army;
 
- 			h & extSlot;
 
- 			if(extSlot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
 
- 			{
 
- 				const auto * hero = dynamic_cast<const CGHeroInstance *>(army);
 
- 				assert(hero);
 
- 				base = hero->commander;
 
- 			}
 
- 			else if(slot == SlotID::SUMMONED_SLOT_PLACEHOLDER || slot == SlotID::ARROW_TOWERS_SLOT || slot == SlotID::WAR_MACHINES_SLOT)
 
- 			{
 
- 				//no external slot possible, so no base stack
 
- 				base = nullptr;
 
- 			}
 
- 			else if(!army || extSlot == SlotID() || !army->hasStackAtSlot(extSlot))
 
- 			{
 
- 				base = nullptr;
 
- 				logGlobal->warn("%s doesn't have a base stack!", typeID.toEntity(VLC)->getNameSingularTranslated());
 
- 			}
 
- 			else
 
- 			{
 
- 				base = &army->getStack(extSlot);
 
- 			}
 
- 		}
 
- 	}
 
- private:
 
- 	const BattleInfo * battle; //do not serialize
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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